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Thoughts on my House Rules (please reply)
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<blockquote data-quote="Arkhandus" data-source="post: 4393080" data-attributes="member: 13966"><p>Well, this beefs up Bards, Rangers, Rogues, Sorcerers, and Wizards, before even counting any non-core classes or any prestige classes..... This is kinda overkill for the first three in 3.5, though I haven't read the Pathfinder stuff yet so I don't know if that somehow weakens them (doubtful). And I don't even know if you're using the Pathfinder rules instead of the standard 3.5 D&D rules, so I'm not sure if these houserules even belong in the General RPG Discussion forum instead of the 3e House Rules forum.</p><p></p><p>This makes Fighters and Paladins even less useful/appealing than before, compared to Rangers, and makes Monks even weaker than they already were before (compared to Rangers, Rogues, Bards, and other previously second-tier melee classes). The fragility of Sorcerers and Wizards is supposed to make up for their raw power, though the uberness of Clerics and Druids in 3.5 makes that kind of moot.</p><p></p><p>This isn't bad, but there are rather few non-combat-related feats and it really depends on how you define non-combat feats (do Endurance or Run count? Track? Alertness? What about metamagic feats, like Extend Spell, Silent Spell, Still Spell, etc.?). It does remove part of the opportunity cost of Item Creation feats, though.</p><p></p><p>These stink. If they're gonna cost twice as many skill points as normal, they may as well remain separate skills, rather than being unusual exceptions to the normal skill rules.</p><p></p><p>And just because someone has good eyesight doesn't mean their hearing is going to be great as well. I'm nearsighted but fairly alert in general, so in D&D terms I'd have good Listen ranks but few Spot ranks, and maybe Skill Focus (Listen), but definitely, <em>definitely</em> not Skill Focus (Spot). Likewise, just because a kobold is small, that doesn't mean it will make a lot less noise when running through the bushes or something, though it does mean it has a smaller profile for hiding behind stuff. And one reason they're separate skills in D&D is because they have combat applications, and are fairly important sometimes.</p><p></p><p>You need to specify whether or not Toughness can still be taken multiple times. If yes, then it's probably broken in this form.</p><p></p><p>These aren't necessarily bad, but they do increase the superiority and versatility of Wizards over Sorcerers, and over most other classes as well (excluding Cleric and Druid of course).</p><p></p><p>Harsh. Statistically speaking, many PCs and NPCs will accidentally kill themselves with their own weapon (or render themselves unconscious and dying in the middle of a fight, easily finished off by a foe) before they reach 3rd level or so, I think. A slight majority will probably survive long enough to reach a sufficient level where the self-crit will just badly maim them and leave them in a bad position during a crucial fight someday.</p><p></p><p>Ouch. While it would hardly ever happen, somebody's bound to accidentally kill their own PC over the course of a long campaign. And it'll be really pathetic if the Tarrasque or a Balor or Great Wyrm Red Dragon accidentally kills itself in one hit during the climactic battle of a campaign.</p><p></p><p>Also, something you should remember - the PCs will face a lot more monsters than the the monsters will face PCs. Any given PC may be attacked by a hundred separate monsters by the time they reach 3rd or 4th level, for instance, though many might be lowly kobolds or dire rats or tiny monstrous spiders; and at some point one of the PCs is going to die from a random monster or NPC attacking them, regardless of how pathetic and meek that enemy is.</p><p></p><p>Well, normally a natural 1 saving throw is an auto-failure, but this is going to be really harsh sometimes; failing to evade a Fireball or breath weapon from an equal-CR or higher opponent is bad enough...</p><p></p><p>Infinite cantrips/orisons aren't entirely a bad thing, but they do have some impact. Nobody except foolish PCs or poor, unimportant NPCs will ever die of poisoned or diseased food and drink; any NPC of any importance will easily be able to have at least a 1st-level cleric or druid purify his or her meals. Nobody will get lost with a druid in the party, since they can cast an orison to sense direction at will. An apprentice mage or priest can fix most broken or torn clothes, tools, artwork, weapons, and other things around town, which vastly reduces the need for craftsmen in society. Etc. Though at least you already solved the inifinite healing/damage problem with Cure/Inflict Minor Wounds.</p><p></p><p>What the heck? 2.5 books per PC? Shouldn't it just be 2 per PC or something? And that's still a lot of books to allow, if you're meaning to restrict the number of books used for your own sanity and ease of DMing. 1 or 2 extra books per PC would be better if you're going to restrict it like that.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4393080, member: 13966"] Well, this beefs up Bards, Rangers, Rogues, Sorcerers, and Wizards, before even counting any non-core classes or any prestige classes..... This is kinda overkill for the first three in 3.5, though I haven't read the Pathfinder stuff yet so I don't know if that somehow weakens them (doubtful). And I don't even know if you're using the Pathfinder rules instead of the standard 3.5 D&D rules, so I'm not sure if these houserules even belong in the General RPG Discussion forum instead of the 3e House Rules forum. This makes Fighters and Paladins even less useful/appealing than before, compared to Rangers, and makes Monks even weaker than they already were before (compared to Rangers, Rogues, Bards, and other previously second-tier melee classes). The fragility of Sorcerers and Wizards is supposed to make up for their raw power, though the uberness of Clerics and Druids in 3.5 makes that kind of moot. This isn't bad, but there are rather few non-combat-related feats and it really depends on how you define non-combat feats (do Endurance or Run count? Track? Alertness? What about metamagic feats, like Extend Spell, Silent Spell, Still Spell, etc.?). It does remove part of the opportunity cost of Item Creation feats, though. These stink. If they're gonna cost twice as many skill points as normal, they may as well remain separate skills, rather than being unusual exceptions to the normal skill rules. And just because someone has good eyesight doesn't mean their hearing is going to be great as well. I'm nearsighted but fairly alert in general, so in D&D terms I'd have good Listen ranks but few Spot ranks, and maybe Skill Focus (Listen), but definitely, [I]definitely[/I] not Skill Focus (Spot). Likewise, just because a kobold is small, that doesn't mean it will make a lot less noise when running through the bushes or something, though it does mean it has a smaller profile for hiding behind stuff. And one reason they're separate skills in D&D is because they have combat applications, and are fairly important sometimes. You need to specify whether or not Toughness can still be taken multiple times. If yes, then it's probably broken in this form. These aren't necessarily bad, but they do increase the superiority and versatility of Wizards over Sorcerers, and over most other classes as well (excluding Cleric and Druid of course). Harsh. Statistically speaking, many PCs and NPCs will accidentally kill themselves with their own weapon (or render themselves unconscious and dying in the middle of a fight, easily finished off by a foe) before they reach 3rd level or so, I think. A slight majority will probably survive long enough to reach a sufficient level where the self-crit will just badly maim them and leave them in a bad position during a crucial fight someday. Ouch. While it would hardly ever happen, somebody's bound to accidentally kill their own PC over the course of a long campaign. And it'll be really pathetic if the Tarrasque or a Balor or Great Wyrm Red Dragon accidentally kills itself in one hit during the climactic battle of a campaign. Also, something you should remember - the PCs will face a lot more monsters than the the monsters will face PCs. Any given PC may be attacked by a hundred separate monsters by the time they reach 3rd or 4th level, for instance, though many might be lowly kobolds or dire rats or tiny monstrous spiders; and at some point one of the PCs is going to die from a random monster or NPC attacking them, regardless of how pathetic and meek that enemy is. Well, normally a natural 1 saving throw is an auto-failure, but this is going to be really harsh sometimes; failing to evade a Fireball or breath weapon from an equal-CR or higher opponent is bad enough... Infinite cantrips/orisons aren't entirely a bad thing, but they do have some impact. Nobody except foolish PCs or poor, unimportant NPCs will ever die of poisoned or diseased food and drink; any NPC of any importance will easily be able to have at least a 1st-level cleric or druid purify his or her meals. Nobody will get lost with a druid in the party, since they can cast an orison to sense direction at will. An apprentice mage or priest can fix most broken or torn clothes, tools, artwork, weapons, and other things around town, which vastly reduces the need for craftsmen in society. Etc. Though at least you already solved the inifinite healing/damage problem with Cure/Inflict Minor Wounds. What the heck? 2.5 books per PC? Shouldn't it just be 2 per PC or something? And that's still a lot of books to allow, if you're meaning to restrict the number of books used for your own sanity and ease of DMing. 1 or 2 extra books per PC would be better if you're going to restrict it like that. [/QUOTE]
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